KeyUp() in os 4.5 and 4.6

Hello

In my code, I used keydown() and keyup() methods implement the keylistener, in 4.7 and 5.0, but odd in 4.6 and 4.5:keydown() is called while keyup() is not invoked by the same key code!

then I put the keyup() in the keyDown() method, it works. OS 4.5 and 4.6 only captures the keydown() event? How can I do?

Oh my godness,.

This is because "the keyUp() are disabled by default for performance reasons", said the api docs.so I use the method enableKeyUpEvents (true), but I got a warnning says it is a api dated!

Yes could godness, you tell me how to do?

Tags: BlackBerry Developers

Similar Questions

  • event KeyUp fails on Playbook OS version 2.0.1.358

    I have a simple text box that I apply an event handler for the keyup event on. But for some reason any the keyup event never fires. In my view, it was a problem with the old OS for phones and this event, but is there a problem with the OS playbook and this event?

    Yes, we use an event handler that we give to the text box. But I found that my problem was the predictive text function. Once, I turned out of the code everything worked as expected.

  • Listener of the Volume buttons and switch off & on

    I want to do tha background applications and I would add the listener for the Volume buttons and light switch off & on. Please help me how I can do this.

    Thanks in advance.

    Thanks peter & simon. Its has helped for the my requirement.

    public MyApp() {}
    Push a screen onto the stack in the user interface for rendering.
    pushScreen (new MyScreen());
    addKeyListener (new ShortcutHandler());
    }

    private class ShortcutHandler implements KeyListener {

    {} public boolean keyChar (key char, int status, int time)
    Returns false;
    }

    {} public boolean keyDown (keycode, int, int times)
    If (Keypad.KEY_VOLUME_DOWN is {Keypad.key (keycode))}
    Returns true;
    {} Else if (Keypad.KEY_VOLUME_UP == {Keypad.key (keycode))}
    Returns true;
    {} Else if (Keypad.KEY_LOCK == {Keypad.key (keycode))}
    Returns true;
    }
    Let the system to pass the event to another auditor.
    Returns false;
    }

    {public boolean keyRepeat (keycode int, int times)
    Returns false;
    }

    {public boolean keyStatus (keycode int, int times)
    Returns false;
    }

    {} public boolean keyUp (keycode int, int times)
    Returns false;
    }

    }

  • Help with KeyListener, keyChar(), and keyDown()

    Hi there, long time reader and displays the first time beginner BB together.

    I struggled for about the last 6 hours with the simple KeyListener's next problem. Have exhausted forums BB and Google (e.g. Internet), so I feel comfortable that the answer to my problem is not out there.

    I implemented a simple application with a KeyListener to listen to keyChar() and keyDown() and it tested in the Simulator for both the 8320 and "BOLD". My application exits in the keyDown() method, but not the keyChar(). I tested with virtually every key on the keyboard.

    What I am doing wrong? It's maybe something basic...

    Code snippet below. Notice in the example below, I get a lot of messages 'KeyDown', but not 'KeyChar. Note in the example that my main screen is separated from the class that I have pushScreen() at the end of the constructor.

    Appreciate the help!

    class MyApp extends UiApplication {
        ...
        private MyApp() {
            ...
            addKeyListener(new TestKeyPadListener());
        }
        ...
        private class TestKeyPadListener implements KeyListener {
            public boolean keyChar( char key, int status, int time ) {
                System.out.println("KeyChar: " + key);
                if (key == Characters.ENTER ) {
                    System.out.println("Heard Enter");
                }
                return false;
            }
    
            public boolean keyDown(int keycode, int time) {
                System.out.println("KeyDown: " + keycode);
                return false;
            }
            public boolean keyRepeat(int keycode, int time) { return false; }
            public boolean keyStatus(int keycode, int time) { return false; }
            public boolean keyUp(int keycode, int time) { return false; }
        }
    }
    

    Find other methods of keyChar() that you have coded.  I guess that you have one in your form and who swallows the keyChar events before he gets to this KeyListener.

  • Cannot capture keyup

    Hello friends I am able to capture keydown and keychar but not keyup

    the code is

    public boolean keyUp(int keycode,int time)        {             //do something               return true;        }
    

    How to capture keyup? Help, please

    Set like this. by default it will be disabled.

    UiApplication.getUiApplication () .enableKeyUpEvents (true);

  • Is an Application accepts KeyUp events?

    Now I hava an application, it creates a popupscreen and show it, but I can't detect the keyup events from keyUp (int, int);

    I put the application accepts the keyup events by invoking enableKeyUpEvents (true); and the value returned by Application.getApplication () .acceptsKeyUpEvents () is TRUE.

    I have no idea now. I tested all the fields in the popupscreen, no one gets to keyup event, and still less consuming.

    Well, no problem with JDE 4.6.0.12 and 9000. We lack something.

  • Establishing a socket connection between a .swf file and a current-test program (TCP/IP generator - Windows), in AS3.

    I have a problem with a college project, I'm trying.

    Using Actionscript 3, I did a program simple .swf, a smiley face, lively and interactive, which "reacts" number entered in an input box.

    For purposes of this project, I now do the framework for establishing a connection socket with the smiley .swf and another program.

    That's where I run into problems. I have very little knowledge of the AS3 programming, so I'm not sure how the connection - what is required for it, it is.

    To test the connection, I try to use the "TCP/IP builder" program for windows, which allows me to set up a server socket. I need to program the .swf file into a client - to recognize, connect to it, then be able to receive data (so that data then allows for the smiley "react" him--like how he does now with the input-box, 'automatically' as it gets the data, rather than by manual input).

    My attempts at codification it are as follows, with the help of a tutorial (link HERE):

    INSERT HERE THE SOCKET STUFF

    //****************************************************************

    var socket:XMLSocket;

    Stadium. addEventListener () MouseEvent. ( CLICK, doConnect ();

    It connects to the local port, 9001 and applies event listeners

    ( function doConnect ()evt:MouseEvent():void

    {

    Stadium. removeEventListener () MouseEvent. ( CLICK, doConnect ();

    socket = new XMLSocket()'127.0.0.1', 9001);

    outlet. addEventListener () Event. ( CONNECT, onConnect();

    outlet. addEventListener () IOErrorEvent. ( IO_ERROR, onError ();

    }

    This locates the connection (allows us to see what has happened or failed)

    function onConnect () evt:Event():void

    {

    trace ("Connected"();

    outlet. removeEventListener () Event. ( CONNECT, onConnect();

    outlet. removeEventListener () IOErrorEvent. ( IO_ERROR, onError ();

    outlet. addEventListener () DataEvent. ( DATA, onDataReceived ();

    outlet. addEventListener () Event. ( NARROW, onSocketClose ();

    Stadium. addEventListener () KeyboardEvent. ( KEY_UP, keyUp ();

    }

    ( function onError() evt:IOErrorEvent():void

    {

    trace ()"Login failed"();

    outlet. removeEventListener () Event. ( CONNECT, onConnect();

    outlet. removeEventListener () IOErrorEvent. ( IO_ERROR, onError ();

    Stadium. addEventListener () MouseEvent. ( CLICK, doConnect ();

    }

    Here, the flash titles what keyboard key.

    If you press 'q', the connection ends.

    ( function keyUp() evt:KeyboardEvent():void

    {

    if (evt. ( keyCode == 81( ) / / key for q code is 81

    {

    outlet. Send ("exit");

    }

    on the other

    {

    outlet. Send (evt. keyCode );

    }

    }

    It must manage the data that we get from the server.

    ( function onDataReceived ()evt:DataEvent():void

    {

    try {

    trace ()"Server:", evt. data );

    }

    catch (e:Error) {

    trace ('error');

    }

    }

    ( function onSocketClose ()evt:Event():void

    {

    trace ()"Closed connection"();

    Stadium. removeEventListener () KeyboardEvent. ( KEY_UP, keyUp ();

    outlet. removeEventListener () Event. ( NARROW, onSocketClose ();

    outlet. removeEventListener () DataEvent. ( DATA, onDataReceived ();

    Try to connect to the Jack gives me no result (other than a "Connection failed" message when I click the .swf) or the following error message:

    Error #2044: unhandled securityError:. text = Error #2048: security sandbox violation: file:///C|/Users/Marko/Desktop/Završni/Flash%20documents/Smiley%5FTCP%5FIP%5Fv4.swf cannot load data from 127.0.0.1:9001.
    to the Smiley_TCP_IP_v4_fla::MainTimeline/doConnect()()[. Smiley_TCP_IP_v4_fla ] [MainTimeline: frame1:12]

    127.0.0.1 could be supported through your HTTP software, I'm not familiar with the tool you are using. It could also have been show in your hosts file (in Windows you will find here: C:\Windows\System32\drivers\etc). Check to see if something is the substitution of 127.0.0.1 (local loop).

    Apart from that, I've given you source to a rapid AIR server that has just opened a listener to 127.0.0.1:8910 so you would need no other tools to test the client, even if you have a. I just include the source and a product AIR installer so you can reproduce them to see that I do anything malicious. The Server.air file must be "installed" to test it. When you double-click it, it is a Setup. He moved to C:\Program Files (x 86) \Server (should have called something less common in hindsight). It also has a checkbox to run it after installation. If you don't you will see the server pop up a standard window of 550 x 400 with a text inside the box there letting you know that it is listening. Everything connects, messages (channels) and disconnects the will displayed in the Server text box.

    The customer is the only SWF file, you must run, after 'something' listening on the IP address and port configure you with.

    Here is a picture to show you the server is not running in the same folder the SWF did, tell the server and it only run the client exactly how I should it look like all together:

    I'll show you that after running the Server.air Installer, here is the the path of the executable file is running from and the client SWF isn't here. No problem connecting despite being in different places.

    The server is running and says that it is listening on 8910. Feel free to modify the source and reproduce for a different IP/port.

    -J' open the Client.FLA and just run. It creates a new socket, add headphones, connects to 127.0.0.1:8910.

    -The server responds that he sees and accepts the client connection. The server sends a message "connected." (10 bytes) to the customer immediately.

    -The client receives data (String), he draws. The customer sniffs for this specific message, and then sends the server a string "thanks for the connection!

    -The server receives and is coded only to echo the string in the "Echo - thank you to connect!" back to check that the chain is correct.

    -The customer receives the echo of servers (30 bytes), he draws.

  • Click offset bug and sidescrolling

    Hello again,

    So, I'm working on http://activemediaonline.com/g/ and I ran into 2 bugs which I have not been able to resolve with Google.

    All MCs are added through code and there is nothing about the scenario of departure. There are many other MCs inside the MCs.

    First is the click bug. If you go to the URL above, you'll see that if you click on the play button, you are taken to the game itself. But you have to click again for anything to work. A D move left and right.

    The game starts all first place the on-screen menu that calls a GameMenu.as file. In the STM file is added to the stage and event MOUSE_DOWN listeners appear on the MCs. They are also cleaned after a click on the play button.

    The menu is then removed, and 3 MCs are added to the stage. However, I have to click on the stage once again for some reason any for anything to start work, but there is no listener active mouse anywhere. I thought had something to do with the development on the new added objects, but this is where my ignorance catches up

    I tried to add the CSM menu directly from the MainDocument, but it still does the same thing. Of course if we go straight to the main game without the addition of a menu, it works fine.

    Now for the offset of scrolling. To re-create it, if you press A, quickly let go, and press D really fast, there is a little delay, until the animation of movements/player on the ground begins. There is no lag when the car changes direction well. I thought the process was too large to be handled, but after having the ground very small MC it still shifted right as well as the playLoop

    soil is a MC

    mainChar is an MainChar.as object

    case Keyboard.D: {//right

    Ground.x = vx;

    mainChar.charDirection ("D");

    mainChar.playLoop ("Walking");

    break;

    If you want to look at the code it has zipped high activemediaonline.com/g/Spartan%20Game.zip

    Any help would be appreciated.

    Thank you

    Not quite on the above functions, but triggered you something.

    It turns out that the keydown and keyup headphones work as well (in this case) when using the function if() and else if() statements.

    I was using the keydown listener cases and if statements for keyup

    Thank you for the opportunity to exchange some ideas around. Now, it's really good.

  • How to capture backspave and delete the key events

    Hello
    I would like to run javascript code on pressing BACKSPACE or delete key.
    first I thought adf clientlsitener keypress event.but that's not inevitable backsapce capture

    What is the way of alternative capture BACKSPACE or delete key?

    Help, please

    Hi Frank,.

    KT has solved its problem in the original thread. The solution was to use the not keyPress and keyDown/keyUp events.

    John

  • Rotations and movements,

    Hey,.

    Thanks in advance for any answers or advice.

    I'm doing a game where the user must "jump" from planet to planet. A rough explanation of the gameplay would be that the user needs to 'move' around a planet, align itself on the next planet and jumping to it. Hold the up arrow key move the user 'far' of the planet and release would be:

    • Let them be pulled back down by gravity if they are in the range of the planet,
    • Send them darting off in outer space due to lack of everything.
    • Or in the future make connected by a gravity of planets, prompting so partly through the level.

    Currently, I make my character to move around the planet. I can then blow. While in the air, I can do a test to see whether or not they are close enough to a planet or not and act accordingly sending either the character forward at the same speed or decisions her land on the planet.

    Arrises them question once I landed. I'm able to jump again and 'results' continuous work perfect, but I'm unable to turn around the planet, according to the needs.

    addEventListener (Event.ENTER_FRAME, updateGame);

    stage.addEventListener (KeyboardEvent.KEY_UP, KeyUp);

    stage.addEventListener (KeyboardEvent.KEY_DOWN, KeyDown);

    var keys: Array = [];

    var currentPlayerState:String = "landed";

    var walkSpeed:uint = 2;

    var currentAngle:Number = 90;

    var currentRadius:uint = planet.width/2;

    var currentOrbitX:uint = planet.x;

    var currentOrbitY:uint = planet.y;

    var distanceX:Number;

    var distanceY: number;

    var distance: Number;

    var dx:Number;

    var dy:Number;

    var newX:Number;

    var newY:Number;

    function KeyDown(e:KeyboardEvent):void {}

    Keys [e.keycode] = true;

    }

    function KeyUp(e:KeyboardEvent):void {}

    Keys [e.keycode] = false;

    }

    function updateGame(evt:Event) {}

    checkKeyPresses();

    Movement();

    }

    function checkKeyPresses() {}

    {if (Keys [Keyboard.up])}

    If (currentPlayerState == "landed") {}

    currentPlayerState = "Skip";

    }

    }

    If (keys [Keyboard.UP] == false) {}

    If (distance > 100 + planet.width/2) {}

    currentPlayerState = "drifting."

    } else {}

    currentPlayerState = 'falling ';

    }

    }

    If (currentPlayerState == "landed") {}

    rotateCharacter();

    {if (Keys [Keyboard.Left])}

    trace ("works of left")

    currentAngle = walkSpeed;

    }

    If (keys [Keyboard.RIGHT] == true) {}

    trace ("works of right");

    currentAngle += walkSpeed;

    }

    }

    }

    function movement() {}

    Switch (currentPlayerState) {}

    case "jump":

    checkDistance();

    If (currentPlayerState == 'jump') {}

    Agree = distanceX / distance;

    y = distanceY / distance;

    DX = - agree;

    DY = - y;

    Player.x += dx;

    Player.y += dy;

    }

    break;

    case 'falling ':

    checkDistance();

    if(distance > currentRadius) {}

    Agree = distanceX / distance;

    y = distanceY / distance;

    DX = agree;

    DY = y;

    Player.x += dx;

    Player.y += dy;

    } else {}

    currentPlayerState = "landed";

    }

    break;

    'landed ': case

    break;

    case 'drifting ':

    Player.x += dx;

    Player.y += dy;

    break;

    }

    }

    function rotateCharacter() {}

    var rad:Number = currentAngle * (Math.PI / 180);

    Player.x = currentOrbitX + currentRadius * Math.cos (rad);

    Player.y = currentOrbitY + currentRadius * Math.sin (rad);

    Player.rotation =-(Math.atan2 (player.x-currentOrbitX,))

    Player.y - currentOrbitY) * 180 / Math.PI);

    }

    function checkDistance() {}

    distanceX = planet.x - player.x;

    distanceY = planet.y - player.y;

    distance = Math.sqrt (distanceX * distanceX + distanceY * distanceY);

    }

    In my real file the only funds I have are two movieclips. The two are already on the scene, one named 'planet', 150 x 150 and the orientation is in the Center. An other named 'player' which is around 20hx50w, orientation to the feet "power plants" of the movieclip.

    Any matter or information which I'll get back to you as soon as POSSIBLE.

    Thanks again.

    You are checking if the button upwards and always set your status to fall. Check if you have landed in order to not accidentally put it:

    If ((currentPlayerState == 'jump') & (keys [Keyboard.UP] == false))

    {

    If (distance > planet.width / 2 + 100)

    {

    currentPlayerState = "drifting."

    } else {}

    currentPlayerState = 'falling ';

    }

    }

    Without checking if you jump, when UP is more pressed this continually sets your status as 'drifting' or 'falling', even if you "fell" and finally reached the planet and set. It would crush him. By checking if I was currently jumping, then just set the State so when I land it does not work.

    Also one thing, you may want to consider is only under ENTER_FRAME keyDown and stopping the ENTER_FRAME, once you no longer need (e.g. landed).

    Small example, at the top of your code to delete:

    addEventListener (Event.ENTER_FRAME, updateGame);

    Then add it when you really need:

    function KeyDown(e:KeyboardEvent):void

    {

    Keys [e.keycode] = true;

    addEventListener (Event.ENTER_FRAME, updateGame);

    }

    Delete if landed:

    in the switch statement

    'landed ': case

    trace ("Landed, removing enterFrame");

    removeEventListener (Event.ENTER_FRAME, updateGame);

    It adds a very short deadline to keypress initial but you get the idea, it will save tons of unnecessary treatment.

  • Restrict "Enter, delete and BACKSPACE" in TextArea

    Hello

    I want to restrict the delete, BACKSPACE key and the Enter key in the text box. Please tell me how to limit these 3 keys. Thanks in advance.

    Kind regards

    Kelifaoui has

    var origS:String = "Cuveiro: resteba o restreba ' segunda harvest what coge en UN mismo terreno".»

    my_txt.text = because;

    listenerObject = new Object();

    If I press the delete key, firstly this listener calls

    listenerObject.keyDown = {function (eventObject)}
    It = Selection.getCaretIndex ();

    };

    listenerObject.keyUp = {function (eventObject)}
    {if (Key.GetAscii () == 13)}
    my_txt. Text = my_txt. Text.Split ("\r"). Join("");
    } ElseIf (Key.getAscii () == 8 |) {Key.getAscii () is 127)}
    {if (prevS)}
    my_txt. Text = prevS;
    } else {}
    my_txt. Text = origS
    }
    }
    prevS my_txt.text =;
    Selection.setFocus (my_txt);
    Selection.setSelection (this, this)
    };
    my_txt.addEventListener ("KeyDown", listenerObject);
    my_txt.addEventListener ("KeyUp", listenerObject);

  • I have an ipod touch 128 GB... but I'm almost to reach its maximum.  I want to do is buy a new ipod touch 128 GB and add new music without synchronizing the entire library to it... I have 2 ipods in conjunction with other copies

    I have an ipod touch 128 GB... but I'm almost to reach its maximum.

    I want to do is buy a new ipod touch 128 GB and add new music without synchronizing the entire library to it... I have 2 ipods in conjunction with the other copies of the other.

    is this possible?

    What should I do?

    Matt

    When you get the new iPod, you can use iTunes on your computer to select and synchronize the music you want on it, in the same way that you synchronize your current iPod - your iTunes will recognize them as different devices and will remember your choice of synchronization for each, it will not (unless, for example, you restore the backup of your current on her iPod) put the same content on both.

    (I asked for your post be moved to the iPod Touch forum, where you have posted is the iPad forum use.)

  • Why my notes sync between my Mac and iPhone?

    I have my MacBook Pro with Mac OS X 10.9.5 Mavericks and my iPhone is running iOS 10.0.1 and used to synchronize my notes! Is it because of the huge gap in operating systems? I SHOULD update my Mac to Mac OS 10.10 + for this problem? Thank you!

    In order to synchronize Notes between your Mac and iPhone, you must configure iCloud > http://www.apple.com/icloud/setup/

    But this requires macOS Sierra 10.12, the latest available version and the last iOS available for your iPhone.

  • Photos, iCloud and OneDrive sync

    Hi all

    I have a question on how to better organize my photo library.

    For the moment, on my space OneDrive (mapped to a partition on my MacBook SSD), I have a folder called 'Images' containing just about all of my photos and organized by folders.

    Since my tech ecosystem is roughly marked Apple (iPhone, iPad and MacBook), I would use the power and versatility of the Photos and iCloud, so that everything remains in all of my devices and free space memory iPhone sync.

    Here's the question: I want to keep my pictures saved on OneDrive, then put the Photos on my Mac to view photos from this folder and use iCloud to share through my devices.

    -I see the same folder structure on iPhone and iPad a synchronization is complete?

    -More important, if I take a picture with my iPad, it will be placed not only on iCloud but also automatically added pictures on Mac which, in turn, puts it in the folder of photos on my OneDrive?

    -Finally, take pictures of my iDevices will store them in the film. If I move them into folders, photos will be mapped (copied to iCloud) on my other devices constantly (in the folder)?

    I would like to notice I'm not trying to avoid using iCloud premium space - I already have a subscription plan of 50 GB that I don't mind mounted. I just keep having just all my photos on OneDrive.

    Thank you in advance for any comments you may have!

    Paul

    The answer is simply not

    The photo library can not be stored on a basic system to pictures not work will have a referenced library, so you may not have a local library references photos on a disc - the photo library can be on a local drive connected directly to the Mac OS Extended format

    You can synchronize between the Mac and IOS devices using iCloud library that synchronizes the photos and the structure of the album/folder between devices

    When you import pictures you can export them to your OneDrive record and have a copy (not associate Photos somehow) on a disk

    You can not have the same physical pictures in Photos and on one disc - each must have its own copy of the Photo

    http://www.Apple.com/icloud/photos/

    LN

  • Video and photos of backup

    Hello

    Anyone know the best way to back up photos and videos I took Iphone 6 my mom.

    I just got a new Iphone 6 more and have an icloud account, she has one more.  I don't know how to proceed.

    Thank you

    This article can help you:

    The backup of your iPhone, iPad and iPod touch - Apple Support

    You get free 5 GB of storage iCloud. If you want to save more than 5 GB, you buy more storage iCloud.

Maybe you are looking for

  • Installing the Intel driver

    After a fresh install of Win 10 (Microsoft ISO), I tried to install the Intel driver. First of all, everything works and Microsoft installed a driver that seems to work with the installation of Win10. But with regard to the double graph I want instal

  • Convert labview 2010 for 2009

    Hello Can someone convert the file of labview 2010 version of labview 2009. Attached file as an attachment. Thanks in advance Owen

  • HP 17 Notebook PC: Battery replacement

    My battery has deteriorated so that it does not load. The icon in the bar at the bottom of the screen will show that I still have half of my battery left it will just shut down because it ran out of battery. I've done tests and it shows my battery st

  • evaluation license

    Hello is it possible to download and install Foglight with trial license to test? If yes how? Thank you.

  • BlackBerry Smartphones [Torch 9860] cannot use internet (except browser) applications until battery pull

    Hello I have a Torch 9860. I don't have a data plan, I only use internet applications over wi - fi. Occasionally, my camera is in a State where, despite being connected to Wi - Fi and see the BlackBerry logo in the upper right corner, the only intern